TimeSplitters 2 (PS2) Playthrough (Normal): Part 13 - Robot Factory [1/2]

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"2315 ROBOT FACTORY

After the Machine Wars the mighty foundries and production lines finally fell silent...except for one!

UltraNet sources have revealed that the Dark Machinist Child has activated a power node network and seeks to build a robot army to exact his revenge.

Neutralise his factory before he can reawaken a dreadful conflict.

Once you have accessed the inner processing area, you should proceed immediately with destroying the individual energy nodes. These nodes are extremely robust, and cannot be damaged using conventional firearms.

However, the factory may still contain a small number of ElectroTools - portable generators that were used in the construction of the factory itself - which may be capable of overloading the nodes using a sustained beam of electricity.

Once the nodes have been disabled and the production lines finally silenced, your last objective should be to find the Dark Machinist Child and ensure he is stopped for good."


I fucking hate this map. It's tied with Atomsmasher for being my least favourite stage in the entire campaign.

"Why so?"

Because it drags on too long. Just as you clear one room, you've got another bundle of bastards to deal with. While most of them are mere ChassisBots, that's the problem; it becomes tedious to kill the same crappy enemy using the crappiest gun you have as to not waste your valuable Plasma Autorifle ammunition. The only frequent variety comes in the form of those bastard turrets; yet more ammo used without any form of reward.

As for the SentryBots, fuck 'em. Fuck 'em right away, the armour on those cocksprings is beyond excessive; without the Lasergun or Plasma Grenades, you're fucked.

Also, this mission makes no sense anyway. How in the name of Christ's bike does Cortez assume the identity of a droid?




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